Age of Empires II (2013)

Age of Empires II (2013)

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War of the Eight Kingdoms
   
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New Workshop General: Scenarios
File Size
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1.158 MB
2 Feb, 2019 @ 7:18pm
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War of the Eight Kingdoms

Description
War of the Eight Kingdoms is a multiplayer scenario centred around territorial expansion and diplomacy, it is a larger sequel to my earlier mod 'War of the Four Kingdoms'.

Take control of one of the Eight Kingdoms and conquer or be conquered; maintain a policy of war, or build up alliances through trade and tribute. Each Kingdom is very different to oneanother and have their own set of rules, strengths and weaknessess.
I've tried to iron out any bugs in the scenario and am aware that there still might be some remaining. Please report any if you come across them. (Hopefully not!)

Since the game is a multiplayer scenario, it should appear in the scenario menu as thus.

IMPORTANT: PLAYERS MUST CHOOSE THEIR RESPECTIVE CIVILISATIONS OTHERWISE THE TRIGGERS WON'T WORK PROPERLY.
P{lease use the list below to figure it out:

Player 1 - Britons
Player 2 - Italians
Player 3 - Saracens
Player 4 - Persians
Player 5 - Mongols
Player 6 - Teutons
Player 7 - Vikings
Player 8 - Celts
8 Comments
Reek  [author] 19 Feb, 2019 @ 6:42pm 
@Dark Horse & NotaSafeSpace25

I initially thought of implementing the raiding mechanic for the Barbarians; however while I'm not bad at AOE triggers, those kind of RPG mechanics are VERY complicated and I decided to scrap the idea for the time being; saying that, it's not off the table.

As for the lack of gold; I wanted there to be a strong emphasis on trade and tribute as a form of income; aswell as the gold received from completing objectives. There's plenty of gold in the mountain ranges however I don't see the harm in adding a bit more here and there.

I agree with the removal of spies; I don't know why that was left in.

Finally, you both have suggested 'Auto-Enemy' when people leave, I'm not familiar with the term. Do you mean changing the diplomatic stance of the player to enemy when they leave? From memory, there was no condition that allowed for this.

Once again, thank you all for the feedback!
I'll be getting around to tweaking the scenario soon!
Reek  [author] 19 Feb, 2019 @ 6:42pm 
@Dark Horse & NotaSafeSpace25

Wow. First off thanks for the playing the scenario, it means so much to me that people take the time to provide constructive feedback and bug reports; I'll get around to fixing them soon.

In regards to the questions; The reason I didn't put more quests in was because I wanted there to be some player freedom. Nations like Green, Purple and Cyan offer a more difficult approach to the game as they have no starting objective or enemy relying on the player to pursue their own goals; compared to nations like Red, Grey and Orange. Sometimes when playing a scenario people don't like being given all buildings and units at the start and instead prefer to build it themselves (which is exactly the case with cyan). However I will definitely look into more side-quests and objectives for these civs.

Robo 19 Feb, 2019 @ 5:41pm 
4. I understand the concept behind having some nomadic players in a game (The Jarl and the Barbarians), but unless a bunch of players quit it's nearly impossible for The Jarl and the Barbarians to win. I've played this 3 times now, and two games they both got rushed and wiped out, and the third time The Barbarians was able to take over red's base after he quit (see previous comment).
- You can keep them as non-based factions but adding some really good bonuses would help alot with balancing it and giving them a chance to win. For example, maybe some sort of raiding mechanic where they earn res and/or troops for kills and razes, while also starting with a larger army to make them a big player in the game's wider great power game.
Hope this helps and keep up the good work!
Robo 19 Feb, 2019 @ 5:41pm 
2. More gold. There's a fine balance between too much and too little gold on a map, and while it's difficult to find it, I feel more gold on the map wouldn't upset anything.
3. Auto enemy once people leave, as Dark Horse said, This prevents players from simply taking over a base once they delete everything with no fight- this can greatly upset the balance of a game after a player leaves.
Robo 19 Feb, 2019 @ 5:41pm 
I agree with @Dark Horse that the map has a lot of potential, but does need some balances and fixes. While I understand that each player has their preferences and thinks THEY know exactly how to make the perfect scenario (def not true), here are my humble suggestions:
1. As Dark Horse mentioned, some players like red get tons of side quests while others like green receive only 1-2 minor ones that don't do much.
Dark Horse 14 Feb, 2019 @ 2:10pm 
A map with tons of potential, but needs some improvement

Suggestions:
Put more effort into other civilizations, rather then Red having so many compared to the others such as quest or spawns
Remove Spies tech
Have people auto enemy when they leave

Bugs:
Gladiator spawn for Red not working when Champions placed there
The Crusade when victorious doesn't actually wipe someone off the map
When a Crusade is called for some reason Gray take's Orange's walls where Leiper Cathedral is located
Reek  [author] 3 Feb, 2019 @ 5:56pm 
@mrk_ck Many people weren't able to select the scenario so I reposted it. I also had to edit a trigger where the Centurion would appear outside the Citadel 10 seconds after the previous death instead of 8 minutes.
mrk_ck 3 Feb, 2019 @ 2:32pm 
has this been re-released? what has changed if anything?